SpecularMaterial.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / wpf / src / Core / CSharp / System / Windows / Media3D / SpecularMaterial.cs / 1 / SpecularMaterial.cs

                            //---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// 
// Description: 3D specular material 
//
//              See spec at *** FILL IN LATER *** 
//
//---------------------------------------------------------------------------

using System; 
using System.Diagnostics;
using System.Runtime.InteropServices; 
using System.Windows.Markup; 
using System.Windows.Media;
using System.Windows.Media.Animation; 
using System.Windows.Media.Composition;
using MS.Internal;

namespace System.Windows.Media.Media3D 
{
    ///  
    ///     SpecularMaterial allows a 2d brush to be used on a 3d model that has been lit 
    ///     with a specular lighting model
    ///  
    public sealed partial class SpecularMaterial : Material
    {
        //-----------------------------------------------------
        // 
        //  Constructors
        // 
        //----------------------------------------------------- 

        #region Constructors 

        /// 
        ///     Constructs a SpecularMaterial
        ///  
        public SpecularMaterial()
        { 
 
        }
 
        /// 
        ///     Constructor that sets the initial values
        /// 
        /// The new material's brush 
        /// The specular exponent.
        public SpecularMaterial(Brush brush, double specularPower) 
        { 
            Brush = brush;
            SpecularPower = specularPower; 
        }

        #endregion Constructors
 
        internal override bool PreCompute()
        { 
            _requiresRealization = Material.PreCompute(Brush); 

            return _requiresRealization; 
        }

        internal override void UpdateRealizations(
            RealizationContext ctx, 
            ref Rect bounds
            ) 
        { 
            Debug.Assert(_requiresRealization);
 
            Material.UpdateRealizations(Brush, ctx, ref bounds);
        }

        internal override bool RequiresRealization 
        {
            get 
            { 
                return _requiresRealization;
            } 
        }

        //------------------------------------------------------
        // 
        //  Private Fields
        // 
        //----------------------------------------------------- 

        #region Private Fields 

        private bool _requiresRealization = false;

        #endregion Private Fields 
    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.
//---------------------------------------------------------------------------- 
//
// 
//    Copyright (C) Microsoft Corporation.  All rights reserved.
//  
//
// 
// Description: 3D specular material 
//
//              See spec at *** FILL IN LATER *** 
//
//---------------------------------------------------------------------------

using System; 
using System.Diagnostics;
using System.Runtime.InteropServices; 
using System.Windows.Markup; 
using System.Windows.Media;
using System.Windows.Media.Animation; 
using System.Windows.Media.Composition;
using MS.Internal;

namespace System.Windows.Media.Media3D 
{
    ///  
    ///     SpecularMaterial allows a 2d brush to be used on a 3d model that has been lit 
    ///     with a specular lighting model
    ///  
    public sealed partial class SpecularMaterial : Material
    {
        //-----------------------------------------------------
        // 
        //  Constructors
        // 
        //----------------------------------------------------- 

        #region Constructors 

        /// 
        ///     Constructs a SpecularMaterial
        ///  
        public SpecularMaterial()
        { 
 
        }
 
        /// 
        ///     Constructor that sets the initial values
        /// 
        /// The new material's brush 
        /// The specular exponent.
        public SpecularMaterial(Brush brush, double specularPower) 
        { 
            Brush = brush;
            SpecularPower = specularPower; 
        }

        #endregion Constructors
 
        internal override bool PreCompute()
        { 
            _requiresRealization = Material.PreCompute(Brush); 

            return _requiresRealization; 
        }

        internal override void UpdateRealizations(
            RealizationContext ctx, 
            ref Rect bounds
            ) 
        { 
            Debug.Assert(_requiresRealization);
 
            Material.UpdateRealizations(Brush, ctx, ref bounds);
        }

        internal override bool RequiresRealization 
        {
            get 
            { 
                return _requiresRealization;
            } 
        }

        //------------------------------------------------------
        // 
        //  Private Fields
        // 
        //----------------------------------------------------- 

        #region Private Fields 

        private bool _requiresRealization = false;

        #endregion Private Fields 
    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.

                        

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